crypod added
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parent
15acc720f8
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@ -43,6 +43,7 @@ public class PlayerInputDriver : NetworkBehaviour
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GameObject obj = Instantiate(spawnable);
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GameObject obj = Instantiate(spawnable);
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ServerManager.Spawn(obj);
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ServerManager.Spawn(obj);
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}
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}
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_moveDirection.y += gravity * Time.deltaTime;
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_moveDirection.y += gravity * Time.deltaTime;
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_characterController.Move(_moveDirection * Time.deltaTime);
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_characterController.Move(_moveDirection * Time.deltaTime);
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BIN
Assets/Models/WorldEnviornment/Cryopod.fbx
(Stored with Git LFS)
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BIN
Assets/Models/WorldEnviornment/Cryopod.fbx
(Stored with Git LFS)
Normal file
Binary file not shown.
106
Assets/Models/WorldEnviornment/Cryopod.fbx.meta
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106
Assets/Models/WorldEnviornment/Cryopod.fbx.meta
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human: []
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39
Assets/Scripts/Enemies/AI/AIStateMachine.cs
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39
Assets/Scripts/Enemies/AI/AIStateMachine.cs
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using UnityEngine;
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using System;
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using EnemyAI;
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/*
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# Enemy System
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## States
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1. **Passive**
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- Enemy is unaware of danger and performing idle actions. Not actively searching for anything.
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- Perception range is at its minimum.
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- If agressive target is "visible" enter `Agressive` state.
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- If nonagressive target is "visible" enter `Aware` state.
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2. **Guard**
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- Enemy is looking out for danger. Can be moving along a path or standing
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- Perception range is at regular level.
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- If aggressive target is "visible" enter `Agressive` state.
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- If nonagressive target is "visible" enter `Aware` state.
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3. **Aware**
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- Enemy has noticed something and is moving towards location of interest.
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- Peception range is at regular level.
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- If player is "visible" enter `Agressive` state.
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- If nonagresive target is "visible" of equal or greater importance change target.
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- If at location and no new item of note is added to "visible", then enter either `Passive` or `Guard` mode based on original mode.
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4. **Aggressive**
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- Enemy has noticed player:
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- Apply these actions in sequence:
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a. If player has not been "visible" for more than 5 seconds enter `Guard` mode.
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b. If player has not been "visible" for < 5 seconds move to last location it was visible.
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c. If player is in attack range and is visible, stop moving, and attack if able.
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d. If player is not in attack range and is visible, run in direction of player.
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*/
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class AIStateMachine : MonoBehaviour{
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[SerializeField]
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private EnemyState state;
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}
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11
Assets/Scripts/Enemies/AI/AIStateMachine.cs.meta
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11
Assets/Scripts/Enemies/AI/AIStateMachine.cs.meta
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12
Assets/Scripts/Enemies/AI/EnemyState.cs
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12
Assets/Scripts/Enemies/AI/EnemyState.cs
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using System;
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namespace EnemyAI{
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///The state the enemy is currently in.
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///Passive: Enemy is not searching for anyone and is at minimum perception distance.
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///Guard: Enemy is on the lookout for enemies. May be following a patrol path.
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///Aware: Enemy has noticed something and is investigating it.
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///Aggressive: Enemy has seen something it wants to attack and is performing its attack.
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public enum EnemyState{PASSIVE, GUARD, AWARE, AGGRESSIVE};
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}
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Assets/Scripts/Enemies/AI/EnemyState.cs.meta
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11
Assets/Scripts/Enemies/AI/EnemyState.cs.meta
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@ -173,4 +173,11 @@ using UnityEngine.UI;
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{
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{
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}
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}
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}
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}
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private void Update()
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{
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if(Input.GetKeyDown(KeyCode.Return)) {
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print("OWNER?:"+CurrentLobby.Owner);
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}
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}
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}
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}
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